SesamePaste233 / StarfieldMeshConverter

Exports assets for Starfield. Supports models, morph, geometry and physics data.
MIT License
20 stars 5 forks source link

Feature Request: Collision Physics #4

Open GrafPanzer opened 6 months ago

GrafPanzer commented 6 months ago

It would be really helpful if we could import/export BGS's bhkPhysicsSystem binary data to be able to view and edit collision meshes. This would enable modders to create new .nifs with custom collision instead of trying to cobble collision together by importing multiple vanilla bhkNPCollisionObject records together and translate/rotate them to roughly outline a custom .nif. Since we can't currently see collision meshes, it's pure guesswork as to how closely they resemble the source vanilla meshes.

Thanks for creating this plugin, btw. It's already a godsend.

SesamePaste233 commented 5 months ago

Hi there, sorry for being absent for a few months. It is quite unfortunate that bhkNPColiisionObject is actually beyond my comprehension. It doesn't mean that I cannot see or tweak the values but that the decoded data structure is difficult to make sense of.

There might have been other solutions or Bethesda themselves releasing modding tools. However, since I have been working on my real-life projects these past weeks, I am not sure. But still, this would remain my goal if there is still a need for it in the community.

GrafPanzer commented 2 months ago

Hi, just wanted to follow up to let anyone reading this know that it is possible now to visualize static collision shapes in the Creation Kit. In either the preview window or the render window, hit F4 to see the collision on your selected object (or the whole scene if no object is selected). No more guesswork on what your collision bounds actually look like.